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A Reckoning on Kamigawa
The Magic Market Index for Oct 20, 2017
The Magic Market Index for Oct 13, 2017
  • posted a message on A direction to go in?
    Quote from Dan_Fendi »
    I naively believed that our six person game would be fun
    Six player games are rarely fun in my experience. Most of my group prefers to break into two games of three at that point. Four is sorta the ideal number, and five is doable, but six sucks.

    As for your question - Gaddock Teeg tends to shut down a lot of stuff people want to play. He also comes down early enough to make a difference. You can run Linvala, Keeper of Silence, Void Winnower, Brisela, Voice of Nightmares, Aven Mindcensor, Torpor Orb, etc. to shut down all the things they plan on doing.
    Posted in: Commander (EDH)
  • posted a message on O-Kagachi Rattlesnake (Theorycrafting)
    Alongside Gahiji and Edric, you've got Gisela. We had a game once where each of those was a general, and we turned to the fourth player and said "I guess you're screwed."

    For white rattlesnake cards, you've got Lieutenant Kirtar, Soul Snare, Michiko Konda, Truth Seeker, etc. Stalking Leonin could be a soft rattlesnake that plays head games. In black, you've got Dread, No Mercy, Teysa, Envoy of Ghosts, as well as weaker stuff like Hissing Miasma and Marchesa's Decree. The other colors have a few rattlesnake cards, but usually not as strong as the WB ones. The attack curses can also be used to encourage swinging at someone else.
    Posted in: Commander (EDH)
  • posted a message on 5 Color Planeswalker Proliferation
    Quote from Serberus_08 »
    The new bolas is unreal, I finally added it into my list, which hasn't been updated in a while, I should soon. Have you thought about adding in the new Vraska?
    She's on my list of cards to acquire. Just haven't seen any for trade yet.
    Posted in: Multiplayer Commander Decklists
  • posted a message on MTGOTraders/Cape Fear Games discussion thread
    I'm so glad this thread popped up in my latest threads. I quit playing MTGO over five years ago when my computer quit running the program. I had chalked all the digital cards up as a loss and forgotten about them. Fast forward to finding this thread last week, and I decided to give it a try. They offered more than I expected , and I just received payment through PayPal - nice painless transaction, and now I have a little more money for physical cards. Definitely recommend.
    Posted in: Store Discussion
  • posted a message on 5 Color Planeswalker Proliferation
    Here we have a perfect example of Bolas doing what he does best - kicking Chandra around.

    Quote from SmugMacGyver »
    It seems this deck is very oppressive sometimes
    Only when it's working properly. Laughing

    It's nice to hear Ramos is pulling his weight. It's good that there's an effective general that doesn't cost an arm and a leg like Sliver Queen. And yes, Wanderer is good. I've played him in a more creature friendly build, and he was rather explosive.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Is it worth it to play Commander?
    Quote from Elminster »
    Build a good deck, wanna know why? Because it is going to save you a lot of trouble of building a gazillion decks, disliking most of them, rip them apart, rebuild, spend more money etc routine.
    That may work for some, but other people enjoy building multiple decks. I agree that when getting started, you should focus on one deck. But what's wrong with enjoying a variety of play styles and strategies?
    I have played nothing except Commander & Cube since 2011 and loved every second of it, until the 2015 release of the XP counter commanders. That's when my playgroup started shifting from casual-minded aggro towards combo. Things completely degenerated in 2016, when infinite combo decks made aggro decks unviable. Commander is now dead to me. And I have the impression a lot of other groups have also degenerated from a casual into a combo environment.
    That's not a problem with the format - it's a group mentality. Your group allowed themselves to escalate an arms race, which typically ends in mutually assured destruction. Considering the popularity of Commander, I guarantee more groups are still playing with a healthy mixture of agro, combo, and control than have gone to infinite combo only.
    Posted in: Magic General
  • posted a message on Old Style Commander vs New Age Commander
    Quote from sefenvold »
    I was very surprised at the power level of the 'new' commander cards. ... This cards borderline breaking the format because of the advantage of their give and also the very 'easy' nature for the player to build around them (they basically half the engine)...that weren't built solely for commander purpose I consider to be "Blue sky" commander can be played in numerous way that it doesn’t have to depends on the commander itself ...Moreover, looking at the tier list in Tappedout, all the top tier list is plagued with this “New Age Commander” that have no other purpose to be created than just for commander player.
    Yeah, new age commanders like Kraum, Ludevic's Opus, Kynaios and Tiro of Meletis, O-Kagachi, Vengeful Kami, Tymna the Weaver break the format and are so linear in their deckbuilding options. Older commander like Uril, the Miststalker and Lin Sivvi, Defiant Hero were so much more open to being played in numerous ways.

    See how cherry picking examples throws bias into the argument and can misrepresent reality? I don't fully disagree, but I do take issue with some of your statements. True, there have been a lot of powerful legends created due to the format's popularity. True, the precons are popular and a lot of players either start Commander with them or get them for new cards. But that doesn't mean "new cards bad, old cards good."

    Personally, I'm glad they keep printing new and exciting things. I like building new decks and trying new strategies. I like that the precons build excitement and interest in the format. And I like that they can explore design space and experiment with abilities and mechanics that wouldn't fit in a normal set.
    Posted in: Commander (EDH)
  • posted a message on How do you evaluate Commanders?
    Quote from un_diplomatic »
    If I like the ability of the commander I try to make it into a deck. The commander is the only card you always have access to so needs to be interesting. Next up is a colour consideration. I have a solid favorite jund deck that I plan on keeping but basically all of the other combinations are just waiting for the right commander to be printed.
    This one's weird for me. Color combination is one of the last things I take into account. If the commander is exciting, I'll build it. If the deck's theme or mechanics are interesting are interesting, I'll build it. But I would never build a deck just for the colors and then try to find a theme or commander to match.
    Quote from DirkGently »
    "I already have a half-dozen UB mill commanders, can't we do something else?"
    Everybody complains about this, but it's just not really true. There are only 3 UB mill commanders (Szadek, phenax, and mirko vosk) out of 26 dimir legends (I guess you could argue circu, but that's mostly a product of how his ability works in singleton - he wasn't designed simply to mill but to blank enemy cards).
    I think it's more the "synergy with mill", which would include things like Wrexial, the Risen Deep and The Scarab God.
    Add Lazav, Dimir Mastermind to that list.
    Posted in: Commander (EDH)
  • posted a message on How do you evaluate Commanders?
    It depends - some decks are built around a commander, and other decks are built around a mechanic or theme that then needs a commander. I've built over 50 commander decks, and I'm always looking for something new - a new playstyle or strategy that I haven't tried. When something like Mairsil pops up, I take notice because we've never seen anything quite like that.
    When evaluating commanders, I also try to see how many ways they can be used. Most have the obvious build, but some can go in several different directions (like Ramos). If it's a strategy I've never used, I'm content to try the standard build (like Gitrog lands). But sometimes I try to look beyond the obvious and see if there's a more offbeat way to leverage its ability. For example, rather than Doran big butts, I liked how his ability messed with the normal rules, and I went with a game-changers build, designed to throw off my opponents' strategies.
    And sometimes I have a mechanic or strategy that I want to build around, but there's no commander that matches. Take five-color superfriends - it can run any five-color legend, but none of them interact favorably with planeswalkers. I looked at the options and chose Sliver Queen because her tokens can chump to protect my walkers, and she, like they, synergizes with Doubling Season.
    Quote from DirkGently »
    "I already have a half-dozen UB mill commanders, can't we do something else?"
    Everybody complains about this, but it's just not really true. There are only 3 UB mill commanders (Szadek, phenax, and mirko vosk) out of 26 dimir legends (I guess you could argue circu, but that's mostly a product of how his ability works in singleton - he wasn't designed simply to mill but to blank enemy cards).
    And Oona, even if she is exile mill.
    Posted in: Commander (EDH)
  • posted a message on 1-10 Deck Rating Scale?
    I've always had a problem with the mindset that how quickly a deck can goldfish determines its power level - that may work for combo or aggro, but it just isn't a practical way to evaluate control, especially because control is the one most likely to throw a monkey wrench into the combo or aggro deck's plan. A control deck can afford to have a slower wincon because it is disrupting or even stealing the other players' wincons. As a non-Commander example - remember cascade-Restore Balance? I don't know if anyone still plays it, but I remember some really gross games. That deck takes a long time to assemble enough borderposts and drop March of the Machines, but the fact that it can repeatedly wipe all lands and creatures as early as turn two means it is very powerful.

    And, as others stated, the multiplayer politics override normal deck strength evaluations. Become the threat, and everyone else may gang up on you. I believe a moderately strong deck in the hands of someone who knows how to play a table will usually outperform a super powerful deck if its controller is too aggressive. Maybe not the first game or even the second, but if you play with the same group, they will start targeting you turn one of every game. It's tough to win an uphill battle. Sure, there are decks that can combo out on turn 3-5, but the group can adjust to that, too. Just wait till you face three blue mages all loaded up with counterspells.

    Largely, I don't find a rating system feasible - there are so many variables, and an arbitrary number is just too much a matter of opinion. Not that I'm opposed - it would be great to sit down at a table and ask what power level we're all playing at to get a nice, evenly matched game. I just don't think it's possible.
    Posted in: Commander (EDH)
  • posted a message on Dryad arbor + manland activation during block
    No. All blockers are declared at one time. You can block with the Dryad Arbor while the Inkmoth Nexus is still unanimated, or you can tap it for mana and then animate the Nexus to use as a blocker. Given that they are never both untapped creatures at the same time, you can't block with both.
    Posted in: Magic Rulings
  • posted a message on Favorite color combo out of Mono/Guild/Shard/Wedge/4/Partners/5
    WB Golgari and BG Orzhov tend to be my favorites - you get the power of black but also get to fill in some of its weaknesses. I've built Teysa, Orzhov Scion, Ghost Council of Orzhova, Athreos, God of Passage Pauper, Athreos, God of Passage Tiny Leaders, Vish Kal, Blood Arbiter, Karlov of the Ghost Council Soul Sisters, Savra, Queen of the Golgari, Sisters of Stone Death, Glissa, the Traitor, Jarad, Golgari Lich Lord, The Gitrog Monster, and Hapatra, Vizier of Poisons.
    Interstingly, while I'm okay with WBG Abzan, I don't like it as much as the two color guilds. I just don't feel like the third color adds much to an already great combo.
    Posted in: Commander (EDH)
  • posted a message on Do you choose to be a jerk if you have the chance?
    Yes and no. I have included Master of Cruelties in decks, and I have one-shotted someone with it and Kaalia once. That player had been rather jerky the game before, playing a control deck that slowed the game to a miserable pace. I had the chance before he locked the board, and I took it. 40 to 0 in one combat, everyone else was grateful. That, however is not the typical result of such a kill. Normally, a kill like that signals to the rest of the table that you're the threat and "holy crap, we have to kill him before he does something like that to us!" I will hold such a kill in hand sometimes, not to avoid being the jerk, but rather to avoid bad politics. The later it is in the game, the fewer players left, and the more it makes sense to knock someone out.
    Quote from LouCypher »
    The second jerk move is including Master of Cruelties in a Kaalia deck.
    I take it including him in Alesha is the third jerk move?
    Posted in: Commander (EDH)
  • posted a message on Need Help Creating Izzet Chaos
    Confusion in the Ranks and Norin the Wary. Confusion slows people down and interrupts their plans. Norin combos with it and is really hard to remove.

    BTW - we had a game once with Thieves' Auction AND Confusion in the Ranks. Shockingly, no one conceded, and we had to track and follow through with all 97 triggers on the stack. Yuck.
    Posted in: Commander (EDH)
  • posted a message on Aquamoeba
    Aquamoeba and Cuombajj Witches

    Yes, if they activate the ability, you can tap to deal 1 damage to it before combat damage.

    There are a few weird timing issues with this to achieve the result you want. If you tap to deal damage in response to the switch ability (before it resolves), it's going to die at some point, regardless of how many times they activate the ability. If you waited until after that ability resolved, they can respond with your ability on the stack and discard another card to switch it back, allowing it to survive.
    Posted in: Magic Rulings
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